Environment - Specific Lighting attributes and explanations

Environment Basic Events System? Group Lighting System? Environment Showcase and Tutorial Unique Attributes (See below for more information)
The First Yes No    
Triangle Yes No    
Nice Yes No    
Big Mirror Yes No    
K/DA Yes No    
Imagine Dragons Yes No    
Monstercat Yes No    
Crab Rave Yes No    
Panic at the Disco! Yes No    
Rocket League Yes No    
Origins Yes No    
Green Day Yes No    
Green Day Grenade Yes No    
Timbaland Yes No    
Fit beat Yes No    
Linkin Park Yes No Watch Video  
BTS Yes No Watch Video  
Kaleidoscope Yes No Watch Video  
Interscope Yes No Watch Video Car Control
Skrillex Yes No Watch Video  
Billie Eillish Yes No Watch Video Sun/Moon Change (Simply happens when Boost colour enabled)
Spooky Yes No    
Lady Gaga Yes No Watch Video Ring Tower Height Control
Weave Yes Yes   Automated Square symmetry
Fall Out Boy Yes Yes   Side Towers & Pyrotechnics
EDM Yes Yes   Single Source Lasers & Dual rotation lanes for Circular groups.

Interscope cars

[Currently not functional in latest version of editor].
On the secondary page of the Basic event pages exists the car lane. In this lane, putting in specific numbers (it is a speed lane) is what will control the bounciness of each car.

0 = All cars bounce up and remain down
1 = All cars on left side of environment bounce up and remain down
2 = All cars on right side of environment bounce up and remain down
3 = The first pair of cars, closest to the player bounce up and remain down
4 = The second pair of cars bounce up and remain down
5 = The third pair of cars bounce up and remain down
6 = The final pair of cars bounce up and remain down
7 = Toggles whether cars will stay in an extended state after bouncing up.

Lady Gaga Ring Control

Every second lane is a 'tower height' control lane. They act as speed lanes and can be set anywhere from height 0 to 9. The rings will translate to each new height across what feels familiar as the fade system. At the time of creation of this environment, the extension block system did not exist and it's not backwards compatible, so if you want to keep rings at certain heights, you will have to place more blocks, almost like 'keyframes' to get them to work.

Weave specifics

There are 4 pages of group events in this environment. Each of them make up one corner of a 'square', which is how they are divided in the pages. All Mirroring for each corner has been hand crafted in the environment itself. So if you were to place a 45 degree angle for one group on a page, and duplicate it (ctrl + D), the remaining 3 corners of the square will duplicate symmetrically, making symmetry the default way that Weave will respond. (See Video to the right)

All groups within this environment have 8 lights in the group, except for the top and bottom groups of the distance square, which each have 12.

Fall Out Boy specifics

The 'side panels', which are the very large towers in the peripheral vision made up of 48 lights each have a particular ordered pattern to them that looks like a snake when played as a wave. If you are wanting to make lights move upwards on the grid, you will have to use step and offset with an offset of 8, with a secondary event box in the same group, with the ID starting from what the second light in the column is, with the same offset of 8. Place it's timing to be half that of the step gap of the first event box, and you will have a simple line. (See video on the right for examples of both)

The Pyrotechnics/Fire work a little bit differently than you may expect. There are 2 types of effects, a flame that stays burning as long as you want it until you turn it off, and another effect that's simply a burst.

Both effects occur from a colour group lane, and any block can be placed in the lane with any colour or brightness, but they do not have an effect on the flames at all.

The burst flames simply trigger when the playhead crosses ANY event, and the 'on/off' flames turn on from ANY event, and turn off from ANY event. Whatever event you've placed doesn't matter, hell, the entirety of the flames can be controlled with nothing other than extension blocks if that's what you'd like to use.

There are 2 groups of flames, one on the left and one on the right of the bridge. All ODD numbered 'lights' in the lanes are the burst effect flame cannons, and all EVEN numbers 'lights' in the lanes are the toggle effect flame cannons. You do not select which flame effect you want to show from a specific cannon, they are already tied.

This means for example if you were to just put an event in one of the lanes, with no other settings, and hit play, all 10 cannons will fire at the same time, 5 burst ones, and 5 'on' ones. In the example video I've simply put 2 events out, a few beats apart. The first event fires all 10 cannons, but the 5 toggle cannons remain in their on state, when the next event happens, these 5 turn off and the burst cannons fire again.

There are several things to know about the flame cannons to get them to behave as you are intending.

1 - There is a limit to how often each cannon can be fired after it has already fired. This means you cannot spam flames from a single cannon over and over. You should leave a few beats minimum between firing a pyrotechnic from the same cannon twice. This is also true for the on/off toggle flames. You can't have 2 events straight after each other and expect them to turn on and off super quickly. There has to be a decent amount of space between them.

2 - The flame asset is identical for every cannon, and so firing all cannons (especially the toggle ones) at the identical time can look odd to the player, it's recommended to fire cannons of similar type at different times, even a very small amount of time apart can make a world of difference. This is especially easy to just use the wave system, which helps makes all flames look far more unique from each other. This is shown as the secondary effect in the video to the right.

Interscope cars

Interscope Car bounce control (Is done in the 'Ring rotation' Lane at this point in time.

Lady Gaga Ring Control

Gaga Ring height control





Fall Out Boy Side Tower ID Order and straight Line example.



Showcasing the different flame effects, including how they toggle, as well as using wave duration to help alleviate the 'sameness' between the flames



Showcasing that 'Single source lasers' aren't a single light, but a series of overlaid lights.



Showcasing that all 'circle' groups have 4 different rotational control points across 2 rotation group lanes.

EDM specifics

The Electronic Mixtape environment has a lot of playroom, and there's quite a few specifics to know about to know how to use it to it's full potential.

On several pages of the lighting groups you will notice lanes called 'Single source lasers'. These essentially are a group of lights where their emission point starts from the identical source. This means the lasers can overlap, and, that's actually their default position. When you first light them up you may think it's just a single laser until you know of this detail. Play around with durations and especially rotation distribution to make the lasers start to shine. The Circular single source lasers are the exception, where simply altering the rotation angle can showcase the hidden overlapped lasers. Both examples of these are in the video to the right.

Each Single source laser group in this environment has 10 lasers. Each group that has 'circle' in it's name has 24 lasers.

The other specific thing to know about in this environment is each circular group has an additional rotation lane, where the X and Y axis of that additional lane control even more than you'd expect. These additional lanes are grouped on the final page, which can be a bit daunting at first but after officially using the environment for some time, was the easiest means to use them.

In the video to the right, it showcases the 4 different means of rotational control on a single set of circle lights in the environment.

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